Digital Cityscapes

Digital Cityscapes
Author: Adriana de Souza e Silva
Publisher: Peter Lang
Total Pages: 392
Release: 2009
Genre: Art
ISBN: 9781433105326


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The convergence of smartphones, GPS, the Internet, and social networks has given rise to a playful, educational, and social media known as location-based and hybrid reality games. The essays in this book investigate this new phenomenon and provide a broad overview of the emerging field of location-aware mobile games, highlighting critical, social scientific, and design approaches to these types of games, and drawing attention to the social and cultural implications of mobile technologies in contemporary society. With a comprehensive approach that includes theory, design, and education, this edited volume is one of the first scholarly works to engage the emerging area of multi-user location-based mobile games and hybrid reality games. It is appropriate for undergraduate and graduate courses covering mobile phone or gaming culture, media history and educational technology, as well as researchers and the general public.

Digital Cityscapes in American Science Fiction

Digital Cityscapes in American Science Fiction
Author: Alexandra Maass
Publisher:
Total Pages: 246
Release: 2013
Genre:
ISBN:


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Because cities act as the primary site for the development and production of new technologies, they arguably act as crossing points into the growing digital environment. As information technologies such as computers, digital networks, and most specifically the Internet become normalized within American culture, a need arises to examine the impact these technologies have on those who use them. Science fiction texts often explore technological influence on the human body, social relationships, and developing culture, and typically utilize cities as settings for this exploration. An examination of four primary science fiction texts, Philip K. Dick's Do Androids Dream of Electric Sheep?, William Gibson's Neuromancer, the Wachowskis' The Matrix, and M.T. Anderson's Feed, and the connections they draw between cities and cyberspace reveal not only an ongoing ambivalent relationship between humans and the technology they create, but also a concern for the growing power of that technology's influence. Louis Wirth's observations of the early twentieth century city serve as a guide in looking at digital cityscapes first as structural, then as social, and finally as points of direct influence on human identity within these texts, suggesting mirrored concerns not only within American culture, but the global digital culture that is forming as a result of the connectivity offered by digital information technologies.

Hybrid Play

Hybrid Play
Author: Adriana de Souza e Silva
Publisher: Routledge
Total Pages: 264
Release: 2020-02-26
Genre: Games & Activities
ISBN: 1000042359


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This book explores hybrid play as a site of interdisciplinary activity—one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.

Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality

Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality
Author: Simão, Emília
Publisher: IGI Global
Total Pages: 296
Release: 2018-07-27
Genre: Computers
ISBN: 1522556974


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The concept of immersive multimedia, which is closely related to concepts of augmented reality, brings opportunities in art, education, entertainment, and technology. As such, it is vital to explore the connections between consumers of media content and information parts that come from multimedia platforms. Trends, Experiences, and Perspectives in Immersive Multimedia and Augmented Reality is a critical scholarly resource that offers solutions to the problems that appear in both theoretical and practical dimensions of immersive multimedia experiences on an interdisciplinary platform. Featuring coverage on a broad range of topics such as cyber behavior, human-computer interaction, and transmedia, this book is geared towards digital artists, media professionals, developers, academicians, researchers, and upper-level graduate students seeking current research on the exploration of immersive multimedia through the perspectives of technology, communications, and art.

The Routledge Handbook of Mobilities

The Routledge Handbook of Mobilities
Author: Peter Adey
Publisher: Routledge
Total Pages: 622
Release: 2014-01-10
Genre: Business & Economics
ISBN: 131793413X


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The 21st century seems to be on the move, perhaps even more so than the last. With cheap travel, and more than two billion cars projected worldwide for 2030. And yet, all this mobility is happening incredibly unevenly, at different paces and intensities, with varying impacts and consequences to the extent that life on the move might be actually quite difficult to sustain environmentally, socially and ethically. As a result 'mobility' has become a keyword of the social sciences; delineating a new domain of concepts, approaches, methodologies and techniques which seek to understand the character and quality of these trends. This Handbook explores and critically evaluates the debates, approaches, controversies and methodologies, inherent to this rapidly expanding discipline. It brings together leading specialists from range of backgrounds and geographical regions to provide an authoritative and comprehensive overview of this field, conveying cutting edge research in an accessible way whilst giving detailed grounding in the evolution of past debates on mobilities. It illustrates disciplinary trends and pathways, from migration studies and transport history to communications research, featuring methodological innovations and developments and conceptual histories - from feminist theory to tourist studies. It explores the dominant figures of mobility, from children to soldiers and the mobility impaired; the disparate materialities of mobility such as flows of water and waste to the vectors of viruses; key infrastructures such as logistics systems to the informal services of megacity slums, and the important mobility events around which our world turns; from going on vacation to the commute, to the catastrophic disruption of mobility systems. The text is forward-thinking, projecting the future of mobilities as they might be lived, transformed and studied, and possibly, brought to an end. International in focus, the book transcends disciplinary and national boundaries to explore mobilities as they are understood from different perspectives, different fields, countries and standpoints. This is an invaluable resource for all those with an interest in mobility across disciplinary boundaries and areas of study.

Projected Cities

Projected Cities
Author: Stephen Barber
Publisher: Reaktion Books
Total Pages: 212
Release: 2004-02-03
Genre: Performing Arts
ISBN: 186189581X


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In this illuminating and provocative survey, Stephen Barber examines the historical relationship between film and the urban landscape. Projected Cities looks with particular focus at the cinema of Europe and Japan, two closely linked cinematic cultures which have been foremost in the use of urban imagery, to reveal elements of culture, architecture and history. By examining this imagery, especially at moments of turmoil and experimentation, the author reveals how cinema has used images of cities to influence our perception of everything from history to the human body, and how cinematic images of cities have been fundamental to the ways in which the city has been imagined, formulated and remembered. The book goes on to assess the impact of media culture on the status of film and cinema spaces, and concludes by considering digital renderings of the modern city. Projected Cities will appeal to all readers engaged with the city, film and contemporary culture.

Gaming in Social, Locative and Mobile Media

Gaming in Social, Locative and Mobile Media
Author: L. Hjorth
Publisher: Springer
Total Pages: 247
Release: 2014-05-29
Genre: Social Science
ISBN: 1137301422


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Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.

Games and Play in the Creative, Smart and Ecological City

Games and Play in the Creative, Smart and Ecological City
Author: Dale Leorke
Publisher: Routledge
Total Pages: 242
Release: 2020-12-30
Genre: Architecture
ISBN: 1000217787


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This book explores what games and play can tell us about contemporary processes of urbanization and examines how the dynamics of gaming can help us understand the interurban competition that underpins the entrepreneurialism of the smart and creative city. Games and Play in the Creative, Smart and Ecological City is a collection of chapters written by an interdisciplinary group of scholars from game studies, media studies, play studies, architecture, landscape architecture and urban planning. It situates the historical evolution of play and games in the urban landscape and outlines the scope of the various ways games and play contribute to the city’s economy, cultural life and environmental concerns. In connecting games and play more concretely to urban discourses and design strategies, this book urges scholars to consider their growing contribution to three overarching sets of discourses that dominate urban planning and policy today: the creative and cultural economies of cities; the smart and playable city; and ecological cities. This interdisciplinary work will be of great interest to students and scholars of game studies, play studies, landscape architecture (and allied design fields), urban geography, and art history. Chapter 3 of this book is freely available as a downloadable Open Access PDF under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license available at http://www.taylorfrancis.com/books/e/9781003007760

Communication Matters

Communication Matters
Author: Jeremy Packer
Publisher: Routledge
Total Pages: 321
Release: 2013-06-17
Genre: Social Science
ISBN: 1136589600


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Communication has often been understood as a realm of immaterial, insubstantial phenomena—images, messages, thoughts, languages, cultures, and ideologies—mediating our embodied experience of the concrete world. Communication Matters challenges this view, assembling leading scholars in the fields of Communication, Rhetoric, and English to focus on the materiality of communication. Building on the work of materialist theorists such as Gilles Deleuze, Michel Foucault, Friedrich Kittler, and Henri Lefebvre, the essays collected here examine the materiality of discourse itself and the constitutive force of communication in the production of the real. Communication Matters presents original work that rethinks communication as material and situates materialist approaches to communication within the broader "materiality turn" emerging in the humanities and social sciences. This collection will be of interest to researchers and postgraduate students in Media, Communication Studies, and Rhetoric. The book includes images of the digital media installations of Francesca Talenti, Professor, Department of Communication Studies, University of North Carolina at Chapel Hill.